Time |
Nick |
Message |
00:11 |
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00:37 |
hmmmm |
well i'm not even sure what you're trying to accomplish there |
00:38 |
Exio |
hmmmm: set the liquid_loop_max to 0 or 1 or something "insanely slow", generate a new map and you'll see a lot of "air holes" where the dungeons and caves get generated |
00:40 |
hmmmm |
that's not supposed to happen for caves at least |
00:41 |
Exio |
for the dungeons, it is a "one liner fix" (more like and if that isn't done in the air-generation but is in the wall-gen) |
00:42 |
Exio |
for the caves, you are actually doing the if outside the if (large_cave) {} else {} for cave-v7 |
00:42 |
Exio |
but in the cave-v6 it is done inside the "small_cave" section |
00:42 |
hmmmm |
for the dungeons, it's intentionally that way |
00:43 |
Exio |
ah |
00:43 |
hmmmm |
for caves v7, i did that for a different reason; i attempted to make small caves link together but it doesn't work too well |
00:43 |
hmmmm |
instead what it does is eats through oceans and leaves 'bright spots' |
00:44 |
Exio |
it looks like a glitch, that is why i though that wasn't intentional |
00:44 |
celeron55 |
Exio: how much have you tested the patch? |
00:45 |
hmmmm |
so, for v6 small caves at least, it can't replace content_ignore or else that'll happen, it can't replace water for the same exact reason (for a spot that's already generated), lava doesn't really matter too much, nothing is "buggy" when we're talking caves at the lava depth |
00:45 |
hmmmm |
and not replacing air when it already places the air, that's so it doesn't mark places above ground as part of the caves |
00:45 |
Exio |
celeron55: not a really lot but generated a lot of terrain (mainly was generating and checking if there was any "bubble") |
00:45 |
hmmmm |
but since those flags are never used, it doesn't actually matter a whole lot |
00:46 |
hmmmm |
as for large caves, water is placed where water would normally be generated so that check isn't needed there |
00:46 |
celeron55 |
i mean, i shortly thought through the thing and it seems it makes sense for the water/lava part |
00:46 |
celeron55 |
or at least water |
00:46 |
hmmmm |
lava again doesn't matter too much, air doesn't matter either because it's placing air |
00:47 |
Exio |
i just re-used the code that is behind |
00:47 |
Exio |
i only would have checked for water :P |
00:47 |
hmmmm |
yeah, bad idea. |
00:48 |
Exio |
i thought the if was "correct" |
00:48 |
hmmmm |
for dungeons you never check any of that, since you'd lose any neat effect of it looking destroyed by lava for example |
00:49 |
celeron55 |
actually i think the ignore check is necessary too |
00:49 |
hmmmm |
for what, dungeons? |
00:49 |
celeron55 |
i am talking about this and only this https://github.com/EXio4/minetest/commit/08cd5809f4e8bd6ef253fbde0e5122440d507812 |
00:50 |
celeron55 |
dungeons are supposed to get generated on top of ignore, caves are not |
00:50 |
hmmmm |
large caves need to be generated on top of ignore or else it'll get walled in by the next generated chunk and it'd look really odd |
00:51 |
celeron55 |
is that something you have changed? |
00:51 |
hmmmm |
no, that's the way it's been since forever |
00:51 |
celeron55 |
umm... well i guess so then |
00:51 |
hmmmm |
... |
00:52 |
hmmmm |
you're generating a large cave and it bumps up against the boundary, which happens to *not* be generated at this point |
00:52 |
hmmmm |
since it's ignore, it wouldn't be written at all |
00:52 |
hmmmm |
then that next chunk gets generated and places all stone nodes |
00:52 |
hmmmm |
since it's still content ignore and not air |
00:52 |
celeron55 |
i was thinking that maybe it previously generated all of the loaded ground, but that doesn't make that much sense |
00:52 |
hmmmm |
so then when the player explores that cave, he'll notice a straight, smooth vertical wall cutting off the cave at the edge of a chunk boundary |
00:53 |
hmmmm |
this is *undesirable* |
00:53 |
celeron55 |
you don't need to explain that to me, it's not like i don't know |
00:53 |
hmmmm |
it didn't seem that way with the "ummm.. well i guess so then" |
00:55 |
celeron55 |
anyway, i think the large cave could check for water and lava and not replace them with air |
00:55 |
celeron55 |
changing anything else than adding those two checks is probably a bad idea |
00:58 |
Exio |
celeron55: https://github.com/EXio4/minetest/commit/b4c881eed0e0c17c64646fa9e93d55bb06fef566 ? |
00:59 |
celeron55 |
... |
00:59 |
Exio |
wut? |
00:59 |
hmmmm |
checking for water in large caves won't do anything, since water is placed in the same spot anyway |
00:59 |
celeron55 |
you added two checks and *removed* two checks |
00:59 |
celeron55 |
hmmmm: it does not? |
01:00 |
hmmmm |
it does though |
01:00 |
Exio |
well, whatever |
01:00 |
celeron55 |
if that is the case, then there's no point in anything |
01:00 |
Exio |
^ exactly |
01:00 |
hmmmm |
if (flooded && full_ymin < water_level && full_ymax > water_level) { |
01:00 |
hmmmm |
vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode; |
01:00 |
celeron55 |
erm |
01:00 |
celeron55 |
so does it or not? |
01:01 |
hmmmm |
water occurs anywhere below water_level naturally |
01:01 |
hmmmm |
the only place where this would make a difference is if flooded == false |
01:01 |
hmmmm |
and that's with proller's version |
01:01 |
celeron55 |
hmm ah, yes |
01:02 |
celeron55 |
so the thing Exio is trying to fix is actually taken care of already |
01:02 |
Exio |
then i guess i have a commit somewhere hidden in my mt |
01:02 |
hmmmm |
well what he was trying to fix is a visible problem |
01:02 |
hmmmm |
you can notice it apparently by disabling liquid transforming |
01:03 |
hmmmm |
well; 'problem' here is being used leniently here |
01:03 |
celeron55 |
the air bubbles exio is seeing could be large caves that were generated on top of ignore, and the water not getting generated on that in the neighboring chunk |
01:04 |
celeron55 |
or the bottom parts of small caves at the ocean floor (which will be air) |
01:04 |
celeron55 |
probably both |
01:04 |
hmmmm |
nevertheless; 'problems' with map generation are pretty subjective and don't affect much |
01:04 |
celeron55 |
both are hard to fix and it's probably just best to let the water flow there with the existing flowing mechanisms... |
01:05 |
Exio |
i guess |
01:05 |
Exio |
then proller will rage at you for his ocean flowing away ;P |
01:05 |
hmmmm |
i thought it replenishes itself if the water around it has a sufficient mass to prevent that sort of thing |
01:06 |
Exio |
hmmmm: with finite_liquid(s) |
01:06 |
hmmmm |
yeah |
01:06 |
hmmmm |
the so-called 'relax' setting or something like that; not really familiar with how finite liquids work |
01:07 |
Exio |
well, i'm not really sure |
01:08 |
celeron55 |
once again we could make a "perfect" world by always generating water and never air below ocean level, but that would be boring as hell |
01:08 |
celeron55 |
it's always a compromise |
01:20 |
hmmmm |
making it better would involve changing some water physics... i noticed from watching minecraft videos that if a large space of air is surrounded by a big enough amount of water, it'll flood fill it all immediately |
01:21 |
hmmmm |
if we did something like that there'd be less bubbles |
01:21 |
Exio |
something like making "water flow" on mapgen time? |
01:21 |
hmmmm |
no... nothing like that |
01:53 |
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16:45 |
proller |
bug in collision 8( |
16:47 |
proller |
sand stuck because collision with bottom-left(maybe right top bottom) block, with empty bottom |
16:47 |
proller |
and falling check empty bottom and skip it |
16:48 |
proller |
can reproduce on float islands with falling sand |
16:55 |
celeron55 |
well that is 100% likely a floating point precision problem and the only way to fix it will be making the collision box smaller |
16:55 |
celeron55 |
or, well... probably some other way too, which is a variation of the same fix |
17:02 |
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17:03 |
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17:04 |
proller |
im trying debug and find how smaller |
18:00 |
Taoki |
http://forum.minetest.net/viewtopic.php?pid=97450#p97450 |
18:13 |
Taoki |
http://forum.minetest.net/viewtopic.php?pid=97455#p97455 Better screenshots |
18:14 |
VanessaE |
Taoki: beautiful. |
18:14 |
Taoki |
Thanks |
18:14 |
Taoki |
http://i42.tinypic.com/2hzsvgn.png ---- http://i44.tinypic.com/jkevkg.png |
18:28 |
proller |
falling collision fix - https://github.com/proller/minetest/commit/9c2026799dec58aab4a465e8aa80613f41bdf4e9 any objections? |
18:29 |
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18:36 |
hmmmm |
isn't 0.03125 way too big for a floating point error? |
18:36 |
hmmmm |
should be more like 0.00004 or something |
18:38 |
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18:39 |
proller |
its not very floating, its near algo error |
18:41 |
proller |
bunches of sand fall better than before |
18:41 |
proller |
more smooth |
18:41 |
proller |
without micro jumps |
18:42 |
proller |
will commit! |
18:43 |
proller |
if it broke something - easy to back via #define COLL_ZERO 0 |
19:46 |
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20:17 |
Taoki |
PilzAdam: http://forum.minetest.net/viewtopic.php?pid=97481#p97481 Can you please make another build? I just amended the commit 60 seconds ago to fix the yellow fog |
20:17 |
PilzAdam |
hm? |
20:17 |
Taoki |
Well not really fix... made it a little bit more orange tinted. But overall it gives a nicer feel, so it's a little better |
20:18 |
Taoki |
erm... |
20:18 |
Taoki |
PilzAdam: Sorry, that's sfan5. He has the same avatar as you on the Forum :P |
20:18 |
PilzAdam |
no, he has not |
20:18 |
PilzAdam |
he has an apple in the tree IIRC |
20:18 |
Taoki |
Ah, it's the default avatar then |
20:18 |
Taoki |
strange, I see the default one |
20:18 |
PilzAdam |
there is no default avatar |
20:18 |
sfan5 |
Taoki: ok |
20:20 |
Taoki |
But yeah, I got it looking as good as it can look at least for the time being |
20:20 |
sfan5 |
it looks awesome |
20:20 |
Taoki |
Thanks |
20:21 |
PilzAdam |
proller, nice! you broke unittests! |
20:21 |
sfan5 |
hah |
20:21 |
Taoki |
PilzAdam: If you wish, see latest screenshots and try the code. I'd like to know if you agree. Note that it's unlikely I can improve anything any more howevber |
20:21 |
PilzAdam |
proller, revert that commit |
20:21 |
Taoki |
What's unittests? |
20:21 |
proller |
hm |
20:21 |
proller |
wait.. |
20:22 |
sfan5 |
Taoki: some tests that ensure e.g. that the configuration saving of strings/numbers/floats/booleans etc. works |
20:23 |
Taoki |
ok :) |
20:23 |
Taoki |
Taking opinions on the fog color for 1 - 2 more hours or so, then I'll pull request it (not like I expect that to make a difference ;] ) |
20:23 |
Taoki |
**fog code |
20:26 |
PilzAdam |
Taoki, clouds and fog have different colors |
20:26 |
Taoki |
They can't always be matched |
20:26 |
PilzAdam |
they should |
20:26 |
PilzAdam |
otherwise it looks weird |
20:26 |
PilzAdam |
e.g. the clouds are orange and the fog is yellow |
20:27 |
Taoki |
I didn't even notice. Nor have any way to do that I can think of |
20:27 |
Taoki |
Fig is now orange-ish too |
20:27 |
Taoki |
**fog |
20:28 |
Taoki |
Also, after the sun has fully set, there's a discrete purple-red tint at the horrizon. No way I can match the fog to that. And it's the most beautiful part of the new colors |
20:29 |
Taoki |
erm, match the clouds to that x.x |
20:29 |
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20:30 |
PilzAdam |
your patch doesnt look good as it is currently |
20:30 |
proller |
tests must be fixed |
20:30 |
Taoki |
What's not good about it? |
20:30 |
PilzAdam |
the colors dont match the ambient |
20:30 |
PilzAdam |
maybe try using the cloud color |
20:31 |
Taoki |
Cloud colors would ruin it. And sunrise / sunset is meant to not match the sky color |
20:31 |
PilzAdam |
proller, also I dont see that any other core dev has agreed to your commit |
20:32 |
Taoki |
The fog colors tend to match cloud colors to a small extent though... at least the orange / yellow part |
20:32 |
proller |
PilzAdam, nobody against |
20:32 |
Taoki |
Also, fog is added together with the horrizon. The horrizon didn't match cloud colors before either |
20:33 |
PilzAdam |
proller, the rule is that somebody has to agree on this |
20:33 |
PilzAdam |
also hmmmm was against it |
20:33 |
Taoki |
Nor does this feature do so in Minecraft. Not that we need to copy how it's done there, but no one complains about it there either |
20:33 |
Taoki |
(I think in MC clouds are always white) |
20:34 |
proller |
PilzAdam, its was remark |
20:34 |
Taoki |
Anyway, those aren't things I can change. I'll pull request it and see what the other devs think |
20:35 |
Taoki |
Not surprised if this also goes to the trash can like many contributions though, for all sorts of reasons. When after 3 days of working on it I managed to add an awesome featoure to Minetest (hardly even as it is now) |
20:43 |
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21:07 |
hmmmm |
? |
21:07 |
hmmmm |
the latest commit? i wasn't against it, but we can't have things breaking unit tests |
21:56 |
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